General Info Have you played/read "Night Below"? No Have you watched and remember the first part of Campaign Diaries in Colville? No Do you watch Critical Role? Yes RPG Experience: DM for 3 years, recent player on RPGX Expectation from this game: I'm really excited about the campaign setting, so I really just want to explore it more! Expectation is to have fun, enjoy some combat and RP, and meet great characters.
Character Info Name: Fernand Ostemul Race and Age: Variant Human, 22 years old Class and Background: College of Eloquence Bard, Noble Short Character Story: A nobleman of the Ostemul family, hailing from the great city of Rexxentrum, Fernand is wealthy, arrogant, and curt, to say the least. Having been given the best schooling, he is intelligent and well-spoken, an orator in his own right. Taught history, religion, music, and the arts, he is a bit of a renaissance man, and is not shy about his accomplishments. He feels he is above those who do not share his class, and demands the finer things in life. Something about your character which is a trope/cliché: Snooty, holier-than-thou noble. Something about your character that is surprising: Completely and utterly terrified of any canine. Character Sheet
Convince me that you will not drop in the middle of the game: I check and post on RPGX every day, and do so on my mobile when away from my PC. Have no plans of stopping, barring a huge life event out of my control. I love this place!
1.General Info
a.Have you played/read "Night Below": N
b.Have you watched&remember the first part of Campaign Diaries of Colville?: Y
c.Do you watch Critical Role: Y
d.RPG Experience: 4e after college with friends at home. Predominantly PbP gaming with 5e, both as player and as GM.
e.Expectation from this game: I really like role playing, but it’s also d&d so swinging a sword would be really cool, and an Echo Knight has some great utility options that would make it really fun to play… and I really like Dragonborn, so finding an option that works for playing a Ravenite is really cool.
2.Character Info
a.Character Name: Gheshar Nemmonis
b.Picture: Posted Above
c.Race & Age: Ravenite Dragonborn, Age 35
d.Class & Background: Echo Knight / Special Operative (Urban Bounty Hunter)
e.SHORT Character Story:
- survived fall of Draconia at hands of Chroma Conclave,
- fled to the Krynn Dynasty. Enlisted as a soldier, showed aptitude for dunamis Echo Knights.
- fought in the war with the empire, was an echo knight on the front lines, conducted himself notably, enough that he may be on a list of those to watch for induction purposes
- since the war’s end, has run special missions for the shadow hand, and this particular mission is of utmost importance. One of their dunamency mages has left the Krynn. They do not believe they have defected, but there has been no contact from them for over a week at this point, and the disappearance happened roughly where the game begins.
f.Something about your character which is a trope/cliche: Dark and Brooding with tragic past
g.Something about your character that is surprising: He’s an amazing cook and enjoys learning about other culture’s cooking.
h.Character Sheet:
3.Most important question
a.Convince me that you will not drop in the middle of the game: I don’t want to be the center of the story, but I do want to be involved and feel like my character is connected into the overarching story and has a reason to be where they are going. Sometimes that’s with his friends to aid them in their missions, and sometimes that’s because the adventure is integral to his own motivations. If I feel engaged, connected, and like my posts make a difference to people’s enjoyment and involvement in the adventure, then I will be a very committed participant and co-storyteller. I want to feel epic.
Features: Race & Background:You gain an Acid breath weapon and Acid damage resistance.Black Draconic Ancestry | Once per short rest as an action, exhale in a 5x30 ft. line (DEX DC 13, half damage on success) for 2d6 Acid damage ([6th] 3d6, [11th] 4d6, [16th] 5d6).Black Dragon Breath Weapon | Once per short rest, when you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature.Vengeful Assault | You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.Ear to the Ground Fighter: (PHB•72) You can reroll a 1 or 2 on damage dice with melee weapons wielded with two hands.Fighting Style: Great Weapon Fighting | (PHB•72) Once per short rest, you can use a bonus action to regain 1d10 + 4 HP.Second Wind | (PHB•72) You can take one additional action on your turn. This can be used 1 times per short rest.Action Surge | (EGtW•183) You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 ft. of you. The echo lasts until it is destroyed, you dismiss it as a bonus action, you manifest another echo, or until you’re incapacitated.
Your echo has AC 16, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your bonus for the roll. It is your size, and occupies its space. If your echo is ever more than 30 ft. from you at the end of your turn, it is destroyed.
You can use the echo in the following ways:
- You can mentally command the echo to move up to 30 ft. in any direction (no action required)
- As a bonus action you can teleport, magically swapping places with your echo at a cost of 15 ft. of your movement, regardless of the distance between the two of you.
- When you take the Attack action, any attack you make can originate from your or the echo's space. You make this choice with each attack.
- When a creature you can see within 5 ft. of your echo moves at least 5 ft. away from it, you can use your reaction to make an opportunity attack as if you were in the echo's space. Manifest Echo | (EGtW•183) You can heighten your echo’s fury. Whenever you take the Attack action, you can make one additional melee attack from the echo’s position. You can use this feature 3 time(s). You regain all expended uses when you finish a long rest.Unleash Incarnation | Feats: (PHB•169) When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action. When a creature within 5 ft. of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature.Sentinel
IC blah blah blah blah.
OOC blah blah blah blah
Move: Action: Attack: | Damage: Bonus: Action Time Elapsed:
Have you watched & remember the first part of Campaign Diaries of Colville?: No. But now, because I clicked your link, they're showing up in my YouTube recommendations.
Do you watch Critical Role: I gave it a brief whirl once, but found I much prefer playing D&D to listening to other people play it. But I played in the same Breaking of Exandria campaign with kymrel and Lazer. Some familiarity with the setting.
RPG Experience: I have been playing D&D in its various incarnations (from the Red box through 5e) for decades.
Expectation from this game: I will do my best to restrain myself to only 25% terrible puns. I'm always on the lookout for promising looking games where I'll get the chance to try new things and stretch my RP muscles. This looks like it will fit the bill.
Character Name: Callisto Evgeniya
Picture: →
Race: Pallid Elf
Age: 189 years
Class: Cleric (Twilight)
Background: Far Traveler (SCAG)
SHORT Character Story: For nearly two centuries, Callisto has looked up at the moon and watched her face change every night. For nearly two centuries, Callisto has looked around to her own people and seem them fixed in their ways, stagnating in their isolation. Only in recent years has the Pallid Grove began to open itself up to the outside world once again. Callisto was one of the first to leave her homeland, and outside those ashen woods, she has found a world that she believes has been much lessened for her people's absence from it. During the centuries of hiding and locking themselves away, how much good could have been worked? How many ideas exchanged? Callisto now travels among the humans, halflings and yes, even dwarves, learning what she can, spreading her goddess's comfort to all in need.
Something about your character which is a trope/cliche: An elf? With a bow? How droll.
Something about your character that is surprising: Rather than being an isolationist like many of her kin, Callisto is a strict interventionalist, believe that the lives of the younger races matter as much as an elf's.
Convince me that you will not drop in the middle of the game: Ah, that's always the question, isn't it? I won't make promises, because I know all too well that life likes to sometimes take potshots at people who get too cocky. But barring that kind of unpredictable upset, I have no intentions of going anywhere, and I've been a solidly reliable poster for a few years now. Do you take references?
You have have advantage on Intelligence (Investigation) and Wisdom (Insight) skill checksIncisive Sense | You know the Light Cantrip. When you reach 3rd level, you can cast the sleep spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Invisibility spell (targeting yourself only) once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells.Blessing of the Moon Weaver | Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.All Eyes on You | Divine Domain: Twilight | Feat: Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat’s fighting style with another one from the fighter class that you don’t have.Fighting Initiate | Fighting Style: You gain a +2 bonus to attack rolls you make with ranged weapons.Archery
Cantrips:Light, Guidance, Resistance, Spare the Dying, Word of Radiance Spellcasting: (Faerie Fire (concentration) (domain)
Sleep (domain)
Bless
Cure Wounds
Protection from Evil and Good (concentration)
Shield of Faith
Cleric: When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.Channel Divinity [ ]
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.Turn Undead
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
You grant it temporary hit points equal to 1d6 plus your cleric level.
You end one effect on it causing it to be charmed or frightened.
Twilight: You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.Eyes of Night [ ] As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.Vigilant Blessing [ Current Recipient: Teddy ]
General: I love Critical Role and I love Dwarves and as of this moment, I don't see dwarven characters in the applications. I'm itching to play a dwarven character. I'm a long time member here but I only play in one or two games at a time so as not to exceed my bandwidth. I'm going to rush this application to see if I can squeeze it in (not going to over-think the build for this one).
Have you played/read "Night Below": No. I don't even know what that is. Have you watched&remember the first part of Campaign Diaries of Colville?: No, but I do know who that is. Do you watch Critical Role: Yes. I'd almost call myself a fanboy, but I've seen "real" fans and I'm not them. Same is true for Star Trek. Love Love LOVE both, but don't memorize episode names, get related tattoos or submit fan fiction. (I don't judge those who do mind you, I'm just not them). RPG Experience: Mostly D&D. Started in the late 90's with 3rd edition, then went backwards by playing in a group that played AD&D and have been trying to find a group ever since. Without luck there, I started PbP and that's my primary outlet. I played a tabletop whitewolf game for a time and have dabbled in a few other systems I got pretty good at Pathfinder. Now I find I don't have enough mental energy to keep learning new rules, so I've focused on 5e D&D. Expectation from this game: Please see "flavor" above. You kinda had me at Puns. And also the setting. I don't have any real expectations really, but I have preferences. I enjoy active games, so like 1/week DM update at the slowest. I prefer attempts at solid writing of one or more paragraphs per post, as opposed to one-line response. Your "flavor profile" looks good to me.
Convince me that you will not drop in the middle of the game: I haven't dropped out of a game yet in the 17 years I've been a member. I don't expect that to change. If I want to quit, I do my best to work with the DM to find a tidy way to exit.
Something about your character which is a trope/cliche: greedy, grouchy, ale! Something about your character that is surprising: not at all stubborn - very go with the flow vibe. Also, a wizard.
Character Info Dwarf (hill) Wizard (Enchanter) Name: Skarn Goldbeard Race & Age: Dwarf, 80 years old. Class & Background: Wizard / Guild Merchant Character Sheet)
(no pun intended)SHORT Character Story: Skarn has always had a mind for books, charts, tables, and details. His father was a brewer and Skarn had helped him sell ale and balance the books since he can remember. Over time, his reputation for attention to details grew, and he found himself being consulted from everyone from mining engineers to money lenders and eventually even House Thunderbrand, the noble house responsible for overseeing arcanists within Kraghammer. He would exchange tedious tasks like transcriptions of linages or scroll inventory in exchange for scraps of arcane education. He could not train formally, however, due to his low rank, for the Goldbeards were not related to one of the five great houses. House Thunderbrand would utilize his talents and praise his abilities while at the same time deny him access or even acknowledgement. Resentment began to build. Then his father's brewery was reallocated, taken by a minor noble house as soon as its reputation had grown sufficient enough to be worth their notice. His father, a master brewer, taken on as a lowly keg tapper. It became crystal clear to Skarn that without being born into a Great House, the only way to real power was through wealth. He wouldn't earn much from selling ale alone, but he had begun to build a network of clients, many of whom were influential. Guild business would buy him access to other opportunities, opportunities he hoped his quick mind and magical skills could take advantage of.
Bat (fiend) Tiny Beast (evil)
AC 12 | HP 1d4-1 (1) | speed: 5'; fly 30'
STR 2 (-4) | DEX 15 (+2) | CON 8 (-1) | INT 2 (-4) | WIS 12 (+1) | CHA 4 (-3) Senses: Blindsight 60 ft., Passive Perception 11 Echolocation: Basaltazar the bat can't use its blindsight while deafened. Keen Hearing: Basaltazar the bat has advantage on Wisdom (Perception) checks that rely on hearing.
Harmless...right? (Can't attack)
Kraghammer Brewer's Guild Sampler Jug Wonderous item, uncommon
(As alchemy jug except a little re-working)
This heavy brass-bound wooden jug appears to be able to hold a gallon of liquid, however it weighs 12lbs whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount depends on which liquid is selected.
Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
liquid
max amount
Khegsprite: (acid) harvested from Ankheg glands and used to spice up lighter ales (like lime juice, but stronger)
8oz
Spider Blood: (basic poison) a low-quality high-impact sprit distilled from giant spider venom.
1/2oz
Bellows Sweat: A low quality easy drinking light ale brewed from imported grain.
4 gallons
Rockworm Mead: (honey) Thick honey-like dark purple mead Made from fermented excretions of a centipede-like cave insect.
1 gallon
Early-shift Fish-Paste: (mayonnaise but with a little alcohol) A thick and tangy sauce made from fermented lichen and cave-eel oil. It is said to help a hangover.
2 gallons
Crucible Amber: (oil) A heavy oily brew made from roots.
1 quart
Competitors ale: (vinegar) for demonstration purposes.
2 gallons
Water, fresh: to rinse and cleanse the pallet, or bathe.
12 gallons
Ironroot Stout: A medium quality stout ale made from hardy cavern roots.
2 gallons
Blackhelm Shroomwine:A fine dark barlywine-type heavy beverage brewed from mushrooms.
1 gallon
Quote:
Originally Posted by Still_Pond
The book's exterior is made from engraved slate reinforced by platinum that has been heat treated at the corners reflect hews of blue. The engraving is a circular knotwork pattern inlaid with a white metal, mithril or polished platinum.
(☑ = prepared) Cantrips:
Transmutation| Casting Time: 1 action | Range: 30' |Components: S | Duration: instant or 1hr
You choose an area of water that you can see within range and that fits within a 5-foot cube.
You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct,
up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
• You cause the water to form into simple shapes and animate at your direction.
This change lasts for 1 hour.
• You change the water’s color or opacity. The water must be changed in the same way throughout.
This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it.
The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects
active at a time, and you can dismiss such an effect as an action.Shape Water Conjuration | Casting Time: 1 action | Range: 30' | Components: V, S | Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration
or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you
or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object,
open an unlocked door or container, stow or retrieve an item from an open container,
or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magical items, or carry more than 10 poundsMage Hand Evocation | Casting Time: 1 action | Range: 120 feet | Components: V, S | Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target.
On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn
or carried.Firebolt Enchantment| Casting Time: 1 action | Range: 60 feet | Components: V | Duration: 1 round
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range.
The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and
subtract 1d4 from the next saving throw it makes before the end of your next turn.Mind Sliver
1st Level Spells:
☐ divination (ritual) | Casting Time: 1 action | Range: Self | Components: V, S, M (a pinch of soot and salt) | Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear.
You also understand any written language that you see, but you must be touching the surface
on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil,
that isn’t part of a written language.Comprehend Languages (r)
☐ conjuration (ritual)| Casting Time: 1 hour | Range: 10 feet | Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) | Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper),
rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range,
the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend
(your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands.
In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack,
but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears,
leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically.
Additionally, as an action, you can see through your familiar’s eyes and hear what it hears
until the start of your next turn, gaining the benefits of any special senses that the familiar has.
During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension
where it awaits your summons. Alternatively, you can dismiss it forever.
As an action while it is temporarily dismissed, you can cause it to reappear in any
unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar,
you instead cause it to adopt a new form. Choose one of the forms from the above list.
Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell.
Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it.
If the spell requires an attack roll, you use your attack modifier for the roll.Find Familiar (r)
☐ divination (ritual)| Casting Time: 1 action | Range: Self | Components: V, S | Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way,
you can use your action to see a faint aura around any visible creature or object in the area that bears magic,
and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal,
a thin sheet of lead, or 3 feet of wood or dirt.Detect Magic (r)
☑ evocation| Casting Time: 1 action | Range: 30 feet | Components: V, S, M (a twig from a tree that has been struck by lightning) | Duration: Concentration, up to 1 minute
A beam of crackling, blue energy lances out toward a creature within range, forming a
sustained arc of lightning between you and the target. Make a ranged spell attack against that creature.
On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration,
you can use your action to deal 1d12 lightning damage to the target automatically.
The spell ends if you use your action to do anything else. The spell also ends if the target is ever
outside the spell’s range or if it has total cover from you.Witch Bolt
☑ abjuration| Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell | Range: Self | Components: V, S | Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn,
you have a +5 bonus to AC, including against the triggering attack,
and you take no damage from Magic Missile.Shield
☑ evocation| Casting Time: 1 action | Range: Self (15-foot cone) | Components: V, S | Duration: Instantaneous
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth
from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw.
A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren’t being worn or carried.Burning Hands
☑ evocation| Casting Time: 1 action | Range: Self (30-foot line) | Components: V, S, M (a bit of rotten food) | Duration: Concentration, up to 1 minute
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose.
Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s
duration or until a creature uses its action to scrape or wash the acid off itself or another creature.
A creature covered in the acid takes 2d4 acid damage at start of each of its turns.Tasha's Caustic Brew
☑ transmutation| Casting Time: 1 action | Range: 60 feet | Components: S | Duration: Instantaneous
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried.
The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground,
stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw.
On a failed save, the object strikes the target and stops moving.
When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.Catapult
2nd Level Spells:
☐ evocation| Casting Time: 1 action | Range: Self (60-foot line) | Components: V, S, M (a legume seed) | Duration: Concentration, up to 1 minute
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration.
Each creature that starts its turn in the line must succeed on a Strength saving throw or
be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area.
It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from youGust of Wind
☑ evocation| Casting Time: 1 action | Range: 60 feet | Components: V, S, M (a chip of mica) | Duration: Instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range.
Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw.
A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one.
A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.Shatter
☐ evocation | Casting Time: 1 action | Range: 30 feet | Components: V, S, M (a red dragon’s scale) | Duration: Instantaneous
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose.
Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save,
or half as much damage on a successful one.Aganazzar's Scorcher
☑ evocation | Casting Time: 1 action | Range: 60 feet | Components: V, M (bat fur and a drop of pitch or piece of coal) | Duration: Concentration, up to 10 minutes
Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration.
The darkness spreads around corners.
A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
If the point you choose is on an object you are holding or one that isn’t being worn or carried,
the darkness emanates from the object and moves with it.
Completely covering the source of the darkness with an opaque object,
such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower,
the spell that created the light is dispelled.Darkness
Have you watched & remember the first part of Campaign Diaries of Colville?: No.
Do you watch Critical Role: Yes! Currently loving EXU.
RPG Experience: After growing up playing DnD (red box!), I drifted away from it. My interest was piqued when I discovered CR to see how the game had both changed and remained loyal to the spirit under WotC. I've now been playing and DM'ing games IRL and online recently for around 3 years. I'd tried other systems (PF, SW EotE, etc), but never really got into them like I have with DnD.
Expectation from this game: I enjoy role-playing in combat just as much as out of it. Personally, I think combat and mechanics have gotten a bad rap in regards to story-telling. I love rolling the dice, seeing what forces outside of ourselves have on our PC's fate. In a weird way I kinda feel more invested in my characters if I don't have carte blanche. Regarding silly factor, it all depends on the character. For this campaign, I probably play this PC more toned down if accepted.
Trait: The first thing I do in a new place is note the locations of everything valuable - or where such things could be hidden Ideal: Creativity: The world is in need of new ideas and bold action. (Chaotic) Bond: Someone saved my life on the battlefield. To this day, I will never leave a friend behind. Flaw: I cannot keep my gambling to a friendly wager. Any type of betting game quickly devolves into compulsion to keep gambling, regardless of the odds.
Character Story:
Sandevi brought the rain-soaked hood over his head and horns in a futile attempt to remain dry. As he rolled another barrel of Xhorhas whiskey, he reflected once again upon his bad fortune that landed him in Charis. He hadn’t even meant to discover their secret. Sandevi had simply returned to the Quartermaster’s office to retrieve the bottle of ink he’d forgotten. The small lapse in concentration had led to the young tiefling interrupting a rather compromising exchange between the Head Quartermaster and a well-known agent Asarius’s Thieves’ Guild. Although Sandevi had not heard many details, the association was damning. And so he was ‘promoted’: from Adjutant for the Head Quartermaster, working in the Aurora Hold, to quartermaster for the Aurora Watch’s Lotusden Greenwood outpost. It pained him to admit it, but it was well past time he make a decision whether or not he was going to remain in the Watch’s service. If he left, he’d be a deserter. Sandevi set the barrel upright and noted that he was already living the life of an exile. If the difference was solely one of principle, leaving without orders did not seem so bad.
As he contemplated his limited options, a hideous screeching sound was quickly followed by flames covering the western wall. Something akin to liquid shadows emerged from the forest canopy and moved towards the outpost. The guards had sounded the alarm and men and women of various races hustled to their posts. For Sandevi, deserting would have to wait for tomorrow…
Trope/Cliche: Former soldier turned adventurer :-/
Surprising: Incredibly afraid of mirrors and will do anything to avoid them
I've met incredible peeps across a game table. I want to do my part to create the same type enjoyable experience for my fellow players (& DM!), where we all support and cheer for one another. That takes time and buy-in from everyone involved. Several years ago I was on this site and took the oath, but had to leave for reasons beyond my control and I hate how that felt. Since my return, I apply to games selectively and am fully committed to that group of players for as long as the game continues.
Initiative: n/a Action: Dialogue/RP (default)
Rolls: n/a
Movement: n/a Bonus Action: n/a Reaction: n/a
Other Effects: n/a Condition: Normal
AC: 16 | HP: 28/28 | HD: 4/4(d8)
Ability Mods: STR -1 | DEX +4 | CON +2 | INT +0 | WIS +1 | CHA +2
Other Skills: SoH: +4 | Arc, His, Nat, Rel +0 | AnH, Ist, Med, Sur +1 | Dec, Pfm, Psu +2
Other Proficiencies: Light ArmorMedium when wearing Elven Chain Shirt*; Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords; Thieves' Tools, Land Vehicles, Playing Cards
Armor: AC=13; AC+1; medium armor proficiency while wornElven Chain Shirt
Features: see 60ft, dim light as bright light;
darkness as dim light (no colors in darkness)Darkvision | resistant to fire damageHellish Resistance | know the Thaumaturgy cantripInfernal Legacy: Thaumaturgy | cast as reaction to taking damage w/i 60ft;
2nd level, 3d10 fire; DEX save, half dmg on success; 1/LRInfernal Legacy: Hellish Rebuke | extra damage to one creature you hit with attack
when have advantage on Attack roll, or another enemy of target within 5 feet;
must use Finesse or ranged weaponSneak Attack | use bonus action to Dash, Disengage, or HideCunning Action | target of melee attacks cannot make AoO for rest of your turnFancy Footwork | add CHA mod to initiative;
sneak attack without advantage requirementRakish Audacity | retain benefits and loyalty to former rankMilitary Rank
Have you played/read "Night Below": No.
Have you watched & remember the first part of Campaign Diaries of Colville?: No.
Do you watch Critical Role: Yes! Currently loving EXU.
RPG Experience: After growing up playing DnD (red box!), I drifted away from it. My interest was piqued when I discovered CR to see how the game had both changed and remained loyal to the spirit under WotC. I've now been playing and DM'ing games IRL and online recently for around 3 years. I'd tried other systems (PF, SW EotE, etc), but never really got into them like I have with DnD.
Expectation from this game: I enjoy role-playing in combat just as much as out of it. Personally, I think combat and mechanics have gotten a bad rap in regards to story-telling. I love rolling the dice, seeing what forces outside of ourselves have on our PC's fate. In a weird way I kinda feel more invested in my characters if I don't have carte blanche. Regarding silly factor, it all depends on the character. For this campaign, I probably play this PC more toned down if accepted.
Trait: The first thing I do in a new place is note the locations of everything valuable - or where such things could be hidden Ideal: Creativity: The world is in need of new ideas and bold action. (Chaotic) Bond: Someone saved my life on the battlefield. To this day, I will never leave a friend behind. Flaw: I cannot keep my gambling to a friendly wager. Any type of betting game quickly devolves into compulsion to keep gambling, regardless of the odds.
Character Story:
Sandevi brought the rain-soaked hood over his head and horns in a futile attempt to remain dry. As he rolled another barrel of Xhorhas whiskey, he reflected once again upon his bad fortune that landed him in Charis. He hadn’t even meant to discover their secret. Sandevi had simply returned to the Quartermaster’s office to retrieve the bottle of ink he’d forgotten. The small lapse in concentration had led to the young tiefling interrupting a rather compromising exchange between the Head Quartermaster and a well-known agent Asarius’s Thieves’ Guild. Although Sandevi had not heard many details, the association was damning. And so he was ‘promoted’: from Adjutant for the Head Quartermaster, working in the Aurora Hold, to quartermaster for the Aurora Watch’s Lotusden Greenwood outpost. It pained him to admit it, but it was well past time he make a decision whether or not he was going to remain in the Watch’s service. If he left, he’d be a deserter. Sandevi set the barrel upright and noted that he was already living the life of an exile. If the difference was solely one of principle, leaving without orders did not seem so bad.
As he contemplated his limited options, a hideous screeching sound was quickly followed by flames covering the western wall. Something akin to liquid shadows emerged from the forest canopy and moved towards the outpost. The guards had sounded the alarm and men and women of various races hustled to their posts. For Sandevi, deserting would have to wait for tomorrow…
Trope/Cliche: Former soldier turned adventurer :-/
Surprising: Incredibly afraid of mirrors and will do anything to avoid them
I've met incredible peeps across a game table. I want to do my part to create the same type enjoyable experience for my fellow players (& DM!), where we all support and cheer for one another. That takes time and buy-in from everyone involved. Several years ago I was on this site and took the oath, but had to leave for reasons beyond my control and I hate how that felt. Since my return, I apply to games selectively and am fully committed to that group of players for as long as the game continues.
Quelludorn hails from Uthodurn, displaying the physical tendencies of both dwarven and elven ancestry. While his father was of heavily mixed blood, his mother's side clung devoutly to their dwarven traditions. The family worked stones of all types and sizes, from masonry and sculpture to gem cutting and jewel mining. Occasional smelters or smiths were also common in the family, but with Quelludorn, things took a slightly different path.
He was more theoretical in his appreciation of all things earthen. His studies led him to multiple ways to manipulate the earth through magical means as much as tools. His father, appreciating his son's unique attributes talked his mother into allowing him to become a merchant to trade some of their family's creations for income. It worked for a time, and the thriving enterprise grew quickly. Quelludorn enjoyed the travel, but quickly tired of the job. He hired people to do the work for him, and his parents noticed the diminishing returns.
Their request for him to return home has gone unanswered.
f.Something about your character which is a trope/cliche: Quelludorn is obsessed with every aspect of stone, metals, and jewels. He can go on for hours about what separates andesite from rhyolite and basalt or golden beryl from heliolite, even though there's only a minute's worth of information.
g.Something about your character that is surprising: Quelludorn is quite sturdy and strong, for a wizard anyway.
h.Character Sheet: Profiler link.
You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).Acid Splash, 1 minute Range/Area: Touch Components: V, S, M(two lodestones) Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.Mending, Casting Time: 1 action Range/Area: 30ft./5ft. Components: S Duration: Instantaneous
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.Mold Earth, Casting Time: 1 action Range/Area: 10ft. Components: V, S Duration: 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.Spell TextPrestidigitation
1st Level Spells: 4/4 Slots
Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range/Area: Self Components: S Duration: 1 round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.Absorb Elements, Casting Time: 1 minute Range/Area: 30ft. Components: V, S, M(a tiny bell and a piece of fine silver wire) Duration: 8 hours
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.Alarm (Ritual), Casting Time: 1 action Range/Area: 90ft. Components: V, S, M(a diamond worth at least 50 gp) Duration: Instantaneous
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.Chromatic Orb, Casting Time: 1 hour Range/Area: 10ft. Components: V, S, M(10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.Find Familiar (Ritual), Casting Time: 1 action Range/Area: 60ft./10ft. Components: V, S, M(a bit of pork rind or butter) Duration: 1 minute Attack/Save: DEX 12
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.Grease, Casting Time: 1 minute Range/Area: Touch
Components:
V, S, M(a pearl worth at least 100 gp and an owl feather) Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.Identify (Ritual), Casting Time: 1 action Range/Area: Touch Components: V, S, M(a piece of cured leather) Duration: 8 hours
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.Mage Armour, Casting Time: 1 action Range/Area: 120ft. Components: V, S Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.Magic Missile,
2nd Level Spells: 3/3 Slots
Casting Time: 1 action Range/Area: 60ft./5ft. Components: V, S, M(a pinch of dust) Duration: Concentration, up to 1 minute Attack/Save: STR 13
Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.
As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.Dust Devil, Casting Time: 1 action Range/Area: 300ft. Components: V Duration: Concentration, up to 1 minute Attack/Save: STR 13
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.Earthbind, Casting Time: 1 action Range/Area: 60ft. Components: V Duration: Instantaneous
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.Knock, Casting Time: 1 action Range/Area: 30ft./5ft. Components: V, S, M(a miniature hand sculpted from clay) Duration: Concentration, up to 1 minute Attack/Save: STR 12
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.
As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.Maximillian's Earthen Grasp
a. Have you played/read "Night Below"? I have not.
b. Have you watched&remember the first part of Campaign Diaries of Colville? Nope
c. Do you watch Critical Role? Only occasional episodes and snippets. Not enough time. I have, however, played through a full campaign here on this site set in Exandria, and read through the source material before that game.
d. RPG Experience? I have been playing RPGs for 30 years now, starting with the Red Box D&D and working my way through editions and other RPGs both as a player and a game master. I’ve been playing PbP for about four years now, starting on other sites but once I found this one I’ve never needed to go elsewhere for games.
e.Expectation from this game? As for all games I hope for an interesting game set in a compelling setting playing with fun people portraying interesting characters. I do like the fact that it is suggested before hand that this might not be a 100% dead serious game, since I do like a little light-hearted fun in between more serious stuff. Nothing that will derail anything though, needless to say.
Name: Theodore Hamfast ("Teddy")
Race: Lotudsen Halfling
Age: 27
Class: Barbarian (Totem Warrior)
Background:Personality Traits:
* I like nothing better than sitting down with a pint of ale and piles of food on the table, blowing smoke rings and telling stories.
* I love chatting with people I meet and don’t really know when to stop. My grandmother told me I could talk the wings off a pixie. Not in a good way. Assuming there is a good way to talk the wings off a pixie. Ideal: Friends and family. We are only as strong as the group of friends or family we are a part of. Bond: I will risk life and limb for a true friend, even if I know they would not do the same for me. Flaw: I have a terrible temper that has caused me trouble many times in the past. Sometimes the smallest things can make me snap. Outlander
Backstory: Teddy was always one of the strong lads in his forest community, something he took great pride in. When he was a young man he won most contests of strength at country fairs. Until he lost to a runt of a boy called Ferris Runfoot from a nearby community. He lost at wrestling, arm-wrestling and keg-tossing, and then lost his temper right after each event, feeling completely humiliated. When Ferris confessed, deep in his cups that evening, that his magical bracers gave him super-halfling strength, Teddy saw red. He snapped completely and smashed a keg on Ferris’ head. To this day he doesn’t know if the boy survived the blow. Coming to his senses and realizing what he had done, Teddy snatched the magical braces off Ferris’ wrists and fled.
Feeling distraught and alone in the world, Teddy ended up selling his services as a wilderness guide to those with coin to pay. Despite what he told everyone he met, the life of a mercenary wasn’t for him. He needed friends to take the place of the family he left behind. This is why he joined a group of people looking for adventure, feeling that the like-minded spirit might be enough to stifle his urge to go back home and face the music for what he did.
Trope/Cliche: Teddy has a typical Halfling fondness for food, drink and pipe weed as well as the comforts of home. His background feature allows him to forage for food for himself and five other people. Unless forced to share, he will mostly eat everything he forages himself. Second breakfast is totally a thing.
Something Surprising: Teddy has an explosive temper and violent tendencies that don’t fit what most people imagine when they think of Halflings.
a. Convince me that you will not drop in the middle of the game: I have taken the Oath of Sangus and stick to that. I am in a few long-running games here on this site and have finished a campaign (set in Exandria) here as well. If I commit to a game I stick to it. If you need references I could send you names in a private message.
Movement: Action: Bonus Action: Reaction: Current effects:
Ability Use: HD 4/4 (D12) | Child of the Woods 1/1 | Rage 2/2
Languages: Common, Halfling, Sylvan
Abilities:Halfling: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.Lucky, Halfling: You have advantage on saving throws against being frightened.Brave, Halfling: You can move through the space of any creature that is of a size larger than yours.Halfling Nimbleness, Lotudsen Halfling: You know the Druidcraft cantrip. When you reach 3rd level, you can cast the Entangle spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Spike Growth spell once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells.Child of the Woods, Lotudsen Halfling: Ability checks made to track you have disadvantage, and you can move across difficult terrain made of nonmagical plants and undergrowth without expending extra movement.Timberwalk, Background: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. Wanderer, Barbarian: In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
• You have advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
• You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.Rage, Barbarian: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.Unarmored Defense, Barbarian: You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.Reckless Attack, Barbarian: You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.Danger Sense
Relevant Equipment:Longsword: +6 to hit, 1d10+4 slashing damageLongsword, Shortbow: +5 to hit, 1d6+3 piercing damage, range 80/320Shortbow, Dagger: +6 to hit, 1d4+4 piercing damage, range 20/60Dagger, Sling: +5 to hit, 1d4+3 bludgeoning damage, range 30/120Sling
Character Name: Expositor Alegra (she/her) Race & Age: Half-Elf - 25 Class & Background: Pact of the Tome Warlock (Celestial) | Sage (Cobalt Soul) SHORT Character Story: Alegra is a half-elven warlock working as an Expositor for the Archive of the Cobalt Soul, a library in Zadash. She is a Celestial Warlock of the Tome, having made a pact with The Knowing Mistress, Ioun.
Alegra is a young woman of average height (5'6") usually covered in well tailored robes. She has green eyes, a chestnut-brown skin tone, and shoulder length blond hair shaved into an undercut on the left, flowing down her right side. She usually has it trimmed neatly and has a splash of color (currently red). She wears multiple silver rings on her exposed ear, and her left eye brow has a part in it from a childhood accident.
Alegra's Father (Qiwarin Vinnohish) was traveling wizard from Bysaes Tyl, reseaching some items in the Archive. Alegra's mother (Alyryn Binan) was a simple Scribe that was tasked with escorting Qiwarin as he researched some volumes in the library. The two had a brief affair, before he headed off as his research was completed. It was weeks after he had left, that his mother discovered her pregnancy. She raised her alone, never communicating to her father again. When Alegra was five, her mother married a Cobalt Soul Monk (Ibarin Azul) from the Cobalt Soul, and they had three more children of their own. Ibarin treated Alegra like his own, having known her since she was a baby. She has a great relationship with her half-siblings (Agron - 19 Male, Temarim - 17 Male, 16 Female) all of whom live and work in the Cobalt Soul in some capacity. Alegra had three surnames to choose from, and usually goes nameless. If pushed she will provide her adopted fathers Surname - Azul.
Alegra lived in the Archives her whole life, tagging along with her mother since she was a baby. She is finds comfort in library, sitting and reading every book. When she got older she was in a quandary as to what to do. She had no wizardly talent (like she was told her father was), she was not physically talented to be a monk like her adopted father. She had no desire for clerical study so she started training to be a scholar like her mother. She had asperations for more and that is when she heard the calling of Ioun, and she made a Pact. In exchange for spell power she would travel the world uncovering lost knowledge.
Something about your character which is a trope/cliche: Apparently having a shaven head. I was thinking Cressida (Natalie Dormer) from the Hunger Ganes, and while looking for pics I found two I liked. One was a shaven head half-elven woman, and the other had an undershave.
Something about your character that is surprising: She has a Pact with Ioun. She is the only warlock in the Archive.
Character Sheet:Link to D&D Beyond. If accepted and if you require, I can make a RPG Crossing Sheet.
a.Convince me that you will not drop in the middle of the game:
I'm a long time player on this site. I've been a member since 2005.
Former Admin. Currently down to one game (at one point in the past I had 20 active games). That game is finishing up the current chapter and then going on hiatus, so this will be my sole game.